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Puma_Viewer/indra/newview/skins/puma/xui/en/floater_phototools.xml
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<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<floater
can_resize="false"
can_close="true"
can_minimize="true"
height="540"
help_topic="phototools_menu_floater"
layout="topleft"
name="phototools"
positioning="topright"
save_rect="true"
save_dock_state="true"
single_instance="true"
title="Phototools"
width="288">
<tab_container
follows="all"
halign="center"
height="540"
hide_scroll_arrows="true"
layout="topleft"
left="0"
name="tabs"
tab_allow_rearrange="false"
tab_group="0"
tab_position="top"
tab_min_width="47"
tab_max_width="47"
top="0"
width="288">
<panel
follows="all"
name="EnvironmentTab"
label="Env"
layout="topleft">
<panel
name="PT_WL_Settings"
follows="left|right|top"
layout="topleft"
top_pad="3"
left="0"
width="288"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="false"
border_thickness="0"
background_visible="true">
<text
name="T_WL_Settings"
follows="left|top"
layout="topleft"
left="5"
font="SansSerif"
height="17"
width="280">
Environment Settings
</text>
</panel>
<panel
name="P_WL_Sky_Water"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-5"
height="70"
border_thickness="1"
border_visible="true"
background_visible="true">
<text
type="string"
length="1"
follows="left|top"
height="10"
layout="topleft"
left="5"
name="WL Sky"
tool_tip="Select and manage sky presets to adjust the atmospheric lighting."
top_pad="10"
width="65">
Sky
</text>
<combo_box
allow_text_entry="true"
max_chars="50"
height="20"
layout="topleft"
left_pad="0"
follows="top|left"
name="WLPresetsCombo"
top_delta="-5"
width="170"/>
<button
enabled="true"
name="WLPrevPreset"
follows="top|left"
height="20"
width="20"
bottom_delta="-0"
left_pad="-3"
image_overlay="Arrow_Left_Off"
scale_image="true"/>
<button
enabled="true"
name="WLNextPreset"
follows="top|left"
height="20"
width="20"
bottom_delta="-0"
left_pad="0"
image_overlay="Arrow_Right_Off"
scale_image="true"/>
<text
type="string"
length="1"
follows="left|top"
height="10"
layout="topleft"
left="5"
name="WL Water"
tool_tip="Choose water presets to modify reflections and surface properties."
mouse_opaque="false"
top_pad="5"
width="65">
Water
</text>
<combo_box
allow_text_entry="true"
max_chars="50"
height="20"
follows="top|left"
layout="topleft"
left_pad="0"
name="WaterPresetsCombo"
top_delta="-4"
width="170"/>
<button
enabled="true"
name="WWPrevPreset"
follows="top|left"
height="20"
width="20"
bottom_delta="-0"
left_pad="-3"
image_overlay="Arrow_Left_Off"
scale_image="true"/>
<button
enabled="true"
name="WWNextPreset"
follows="top|left"
height="20"
width="20"
bottom_delta="-0"
left_pad="0"
image_overlay="Arrow_Right_Off"
scale_image="true"/>
<text
type="string"
length="1"
follows="left|top"
height="10"
layout="topleft"
left="5"
name="Day Cycle"
tool_tip="Manage day cycle presets to control time-based environmental changes."
mouse_opaque="false"
top_pad="5"
width="65">
Day Cycle
</text>
<combo_box
allow_text_entry="true"
max_chars="50"
height="20"
follows="top|left"
layout="topleft"
left_pad="0"
name="DCPresetsCombo"
top_delta="-4"
width="170"/>
<button
enabled="true"
name="DCPrevPreset"
follows="top|left"
height="20"
width="20"
bottom_delta="-0"
left_pad="-3"
image_overlay="Arrow_Left_Off"
scale_image="true"/>
<button
enabled="true"
name="DCNextPreset"
follows="top|left"
height="20"
width="20"
bottom_delta="-0"
left_pad="0"
image_overlay="Arrow_Right_Off"
scale_image="true"/>
</panel>
<panel
name="P_WL_Sky_Water_2"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
top_delta="-5"
right="-5"
height="28"
border_visible="true"
background_visible="true">
<button
enabled="true"
name="btn_personal_lighting"
follows="left|top"
height="20"
width="130"
tool_tip="This opens the Personal Lighting window. The Personal Lighting window is used to make temporary adjustments to the environment where you are. This is useful for photography or simply for changing something to suit your own preference. It is NOT for creating your own settings assets, and changes cannot be saved."
top_pad="5"
left="5"
label="Personal Lighting">
<button.commit_callback
function="Floater.ToggleOrBringToFront"
parameter="env_adjust_snapshot" />
</button>
<button
follows="top|left|right"
height="20"
label="Pause Clouds"
image_selected="PushButton_Selected_Press"
image_disabled_selected="PushButton_Selected_Disabled"
image_disabled="PushButton_Disabled"
image_pressed="PushButton_Press"
image_pressed_selected="PushButton_Selected_Press"
layout="topleft"
name="PauseClouds"
tool_tip="Pause dynamic cloud movement for static sky compositions."
left_pad="9"
width="130">
<button.commit_callback
function="World.EnvSettings"
parameter="pause_clouds" />
<button.is_toggled_callback
function="World.EnableEnvSettings"
parameter="pause_clouds" />
</button>
</panel>
<panel
visible="true"
name="P_Q_Windlights"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
width="140"
height="134"
border_visible="true"
background_visible="true">
<text
halign="left"
name="T_Q_Windlights"
follows="left|top"
layout="topleft"
left="5"
top_pad="5"
height="20"
word_wrap="true"
width="130">
Quick Environments
</text>
<view_border
bevel_style="none"
follows="left|top"
height="0"
layout="topleft"
left="5"
name="horiz_separator1"
top_pad="-7"
width="130"/>
<button
follows="left|top"
name="Sunrise"
height="20"
label="Sunrise"
layout="topleft"
left="5"
tool_tip="Set the environment to sunrise lighting conditions."
top_pad="5"
width="130">
<button.commit_callback
function="World.EnvSettings"
parameter="sunrise"/>
</button>
<button
follows="left|top"
name="Noon"
height="20"
label="Noon"
layout="topleft"
left="5"
tool_tip="Adjust lighting to simulate the brightness of midday."
top_pad="2"
width="130">
<button.commit_callback
function="World.EnvSettings"
parameter="noon"/>
</button>
<button
follows="left|top"
name="Sunset"
height="20"
label="Sunset"
layout="topleft"
left="5"
tool_tip="Apply sunset lighting for warm, golden hues."
top_pad="2"
width="130">
<button.commit_callback
function="World.EnvSettings"
parameter="sunset"/>
</button>
<button
follows="left|top"
name="Midnight"
height="20"
label="Midnight"
layout="topleft"
left="5"
tool_tip="Switch to nighttime settings for low-light environments."
top_pad="2"
width="130">
<button.commit_callback
function="World.EnvSettings"
parameter="midnight"/>
</button>
<button
follows="left|top"
name="Revert to Region Default"
height="20"
label="Shared Environment"
layout="topleft"
left="5"
tool_tip="Revert to the region's shared environment settings."
top_pad="2"
width="130">
<button.commit_callback
function="World.EnvSettings"
parameter="region"/>
</button>
</panel>
<panel
visible="true"
name="P_WL_Presets"
follows="top|left"
layout="topleft"
top_delta="0"
left_pad="0"
width="140"
height="133"
border_visible="true"
background_visible="true">
<text
name="T_WL_Presets"
follows="left|top"
layout="topleft"
left="5"
top_pad="5"
height="20"
word_wrap="true"
width="130">
Environment Presets
</text>
<view_border
bevel_style="none"
follows="left|top"
height="0"
layout="topleft"
left="5"
name="horiz_separator2"
top_pad="-7"
width="130"/>
<button
follows="left|top"
name="new_sky_preset"
height="20"
label="New Sky Preset"
layout="topleft"
left="5"
tool_tip="Create new environment preset based on the currently loaded sky settings."
top_pad="5"
width="130">
<button.commit_callback
function="World.EnvPreset"
parameter="new_sky"/>
</button>
<view_border
bevel_style="none"
follows="left|top"
height="0"
layout="topleft"
left="5"
name="horiz_separator3"
top_pad="10"
width="130"/>
<button
follows="left|top"
name="new_water_preset"
height="20"
label="New Water Preset"
layout="topleft"
left="5"
tool_tip="Create new environment preset based on the currently loaded water settings."
top_pad="10"
width="130">
<button.commit_callback
function="World.EnvPreset"
parameter="new_water"/>
</button>
<view_border
bevel_style="none"
follows="left|top"
height="0"
layout="topleft"
left="5"
name="horiz_separator4"
top_pad="10"
width="130"/>
<button
follows="left|top"
name="new_day_preset"
height="20"
label="New Day Preset"
layout="topleft"
left="5"
tool_tip="Create new environment preset based on the currently loaded day settings."
top_pad="10"
width="130">
<button.commit_callback
function="World.EnvPreset"
parameter="new_day_cycle"/>
</button>
</panel>
<panel
name="P_W_Reflections"
follows="top|left"
layout="topleft"
top_pad="1"
left="0"
right="-1"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="T_W_Reflections"
follows="left|top"
layout="topleft"
left="5"
font="SansSerif"
height="17"
width="280">
Reflection Settings
</text>
</panel>
<panel
name="P_R_Res"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-5"
height="77"
border_visible="true"
background_visible="true">
<check_box
control_name="RenderTransparentWater"
height="16"
label="Enable Transparent Water"
layout="topleft"
left="3"
name="TransparentWater"
tool_tip="Render water as transparent. Disabling renders water as opaque with a simple texture applied."
top_pad="7"
width="240">
</check_box>
<check_box
control_name="RenderScreenSpaceReflections"
height="16"
initial_value="true"
label="Enable Screen Space Reflections"
layout="topleft"
left_delta="0"
name="ScreenSpaceReflections"
tool_tip="Enables reflections based on the screen's current view. Provides realistic reflections for objects within the camera's field of view, but may miss details outside the screen. Can impact performance depending on the complexity of the scene."
top_pad="1"
width="256">
<check_box.commit_callback
function="Pref.RenderOptionUpdate" />
</check_box>
<check_box
control_name="RenderMirrors"
height="16"
initial_value="false"
label="Enable Mirrors"
layout="topleft"
left_delta="0"
name="Mirrors"
tool_tip="Enables real-time mirror reflections. Accurately reflects the environment, including objects and avatars, but may significantly affect performance due to the additional rendering load."
top_pad="1"
width="280">
<check_box.commit_callback
function="Pref.RenderOptionUpdate" />
</check_box>
<check_box
control_name="SelectReflectionProbes"
height="16"
initial_value="false"
label="Enable Reflection Probe Selection"
layout="topleft"
left_delta="0"
name="checkbox select probes"
tool_tip="Enable to select and inspect reflection probes in the scene."
top_pad="1"
width="280">
</check_box>
</panel>
<panel
name="P_R_Res_2"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-5"
height="105"
border_visible="true"
background_visible="true">
<text
type="string"
length="1"
follows="left|top"
height="15"
layout="topleft"
left="5"
name="ReflectionDetailText"
text_readonly_color="LabelDisabledColor"
tool_tip="Determines the level of detail in reflections. 'Static Only' reflects non-moving objects, while higher settings include dynamic objects and real-time reflections."
top_pad="9"
width="162">
Reflection Detail
</text>
<combo_box
control_name="RenderReflectionProbeDetail"
height="20"
layout="topleft"
left_pad="0"
top_delta="-5"
name="ReflectionDetail"
right="-5">
<combo_box.item
label="Static Only"
name="0"
value="0"/>
<combo_box.item
label="Static &amp; Dynamic"
name="1"
value="1"/>
<combo_box.item
label="Realtime"
name="2"
value="2"/>
</combo_box>
<text
type="string"
length="1"
follows="left|top"
height="15"
layout="topleft"
left="5"
name="ReflectionProbeText"
text_readonly_color="LabelDisabledColor"
tool_tip="Controls how much of the scene is covered by reflections. 'Manual Only' reflects selected objects, while 'Full Scene' includes everything in view."
top_pad="4"
width="162">
Reflection Coverage
</text>
<combo_box
control_name="RenderReflectionProbeLevel"
height="20"
layout="topleft"
left_pad="0"
top_delta="-5"
name="ReflectionLevel"
right="-5">
<combo_box.item
label="None"
name="0"
value="0"/>
<combo_box.item
label="Manual only"
name="1"
value="1"/>
<combo_box.item
label="Manual &amp; terrain"
name="2"
value="2"/>
<combo_box.item
label="Full scene"
name="3"
value="3"/>
</combo_box>
<text
type="string"
length="1"
follows="left|top"
height="15"
layout="topleft"
left="5"
name="MirrorResolutionText"
text_readonly_color="LabelDisabledColor"
tool_tip="Sets the resolution for mirror reflections. Higher values produce sharper reflections but require more processing power."
top_pad="4"
width="162">
Mirror Resolution
</text>
<combo_box
control_name="RenderHeroProbeResolution"
enabled_control="RenderMirrors"
height="20"
layout="topleft"
left_pad="0"
top_delta="-5"
name="MirrorResolution"
right="-5">
<combo_box.item
label="256"
name="0"
value="256"/>
<combo_box.item
label="512"
name="1"
value="512"/>
<combo_box.item
label="1024"
name="2"
value="1024"/>
<combo_box.item
label="2048"
name="3"
value="2048"/>
<combo_box.item
label="4096"
name="4"
value="4096"/>
</combo_box>
<text
type="string"
length="1"
follows="left|top"
height="15"
layout="topleft"
left="5"
name="HeroProbeUpdateText"
text_readonly_color="LabelDisabledColor"
tool_tip="Adjusts how frequently mirror reflections are updated. Higher settings offer smoother real-time reflections but can impact performance."
top_pad="4"
width="162">
Mirror Update Rate
</text>
<combo_box
control_name="RenderHeroProbeUpdateRate"
enabled_control="RenderMirrors"
height="20"
layout="topleft"
left_pad="0"
top_delta="-5"
name="HeroProbeUpdateRate"
right="-5">
<combo_box.item
label="Low"
name="6"
value="6"/>
<combo_box.item
label="Medium"
name="3"
value="3"/>
<combo_box.item
label="High"
name="1"
value="2"/>
<combo_box.item
label="Ultra"
name="0"
value="1"/>
</combo_box>
<text
type="string"
length="1"
follows="left|top"
height="15"
layout="topleft"
left="5"
name="Probe_Resolution"
tool_tip="Defines the resolution of reflection probes. Higher resolutions provide more detailed reflections but may increase memory usage and require a viewer restart to apply. Settings above 128 can consume significant amounts of video RAM, potentially impacting performance on systems with limited GPU resources."
top_pad="4"
width="162">
Probe Resolution (Restart)
</text>
<combo_box
control_name="RenderReflectionProbeResolution"
enabled_control="VertexShaderEnable"
height="20"
layout="topleft"
left_pad="0"
top_delta="-5"
right="-5"
follows="left|top"
name="Probe_Resolution_Combo">
<combo_box.item
label="64"
name="0"
value="64"/>
<combo_box.item
label="128"
name="1"
value="128"/>
<combo_box.item
label="256"
name="2"
value="256"/>
<combo_box.item
label="512"
name="3"
value="512"/>
<combo_box.item
label="1024"
name="4"
value="1024"/>
<combo_box.item
label="2048"
name="5"
value="2048"/>
<combo_box.commit_callback
function="Quickprefs.ShaderChanged"/>
</combo_box>
</panel>
<panel
name="P_R_Res_3"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-5"
height="46"
border_visible="true"
background_visible="true">
<text
name="T_Reflection_Distance"
follows="top|left"
layout="topleft"
left="5"
top_pad="10"
tool_tip="Controls the visibility range for reflections, affecting reflection detail and performance across reflection probes, mirrors, and screen space reflections. Higher values increase the distance at which reflections are visible, enhancing detail but increasing performance cost."
width="70">
Reflect. Dist.
</text>
<slider_bar
name="SB_Reflection_Distance"
control_name="RenderReflectionProbeDrawDistance"
follows="top|left"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="4096"
top_delta="-2"
width="127"/>
<spinner
name="S_Reflection_Distance"
control_name="RenderReflectionProbeDrawDistance"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|left"
max_val="4096"
min_val="1"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Reflection_Distance"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderReflectionProbeDrawDistance"/>
</button>
</panel>
</panel>
<panel
name="P_Lighting"
follows="all"
layout="topleft"
label="Shdw">
<panel
name="PT_Light_Shadows"
follows="top|left"
layout="topleft"
top_pad="3"
left="0"
width="288"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="T_Light_Shadows"
follows="left|top"
layout="topleft"
left="5"
font="SansSerif"
height="17"
width="280">
Lights and Shadows Settings
</text>
</panel>
<panel
name="P_L_S_Settings"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="68"
border_visible="true"
background_visible="true">
<text
name="T_Shadow_Types"
follows="left|top"
height="16"
left="5"
top_pad="7"
width="135"
word_wrap="false"
layout="topleft"
tool_tip="Controls the types of shadows rendered from light sources. Point lights without projection features create lighting effects but do not cast shadows. Projected light textures remain visible regardless of this setting.">
Shadow Types
</text>
<combo_box
control_name="RenderShadowDetail"
enabled_control="RenderDeferred"
follows="left|right"
height="20"
layout="topleft"
left_pad="0"
top_delta="-2"
name="ShadowDetail"
right="-5">
<combo_box.item
label="None"
name="0"
value="0"/>
<combo_box.item
label="Sun/Moon"
name="1"
value="1"/>
<combo_box.item
label="Sun/Moon + Projectors"
name="2"
value="2"/>
</combo_box>
<text
type="string"
length="1"
top_pad="5"
follows="top|left"
height="16"
width="135"
word_wrap="false"
layout="topleft"
left="5"
name="local lights_label"
tool_tip="Defines how many local light sources are rendered simultaneously. Setting this to 0 turns off all local lights. Higher values may impact performance in complex scenes.">
Point Lighting (Restart)
</text>
<combo_box
control_name="RenderShaderLightingMaxLevel"
height="20"
layout="topleft"
left_pad="0"
top_delta=""
name="LocalLightsDetail"
right="-5">
<combo_box.item
label="Full (default)"
name="3"
value="3"/>
<combo_box.item
label="Reduced"
name="2"
value="2"/>
<combo_box.item
label="Sun/Moon Only"
name="1"
value="1"/>
</combo_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
top_pad="5"
height="16"
label="Enable Attached Lights (Face Lights)"
tool_tip="This will enable any lights, such as face lights, avatars have attached to them. Useful for turning off facelights when necessary."
name="Render Attached Lights">
<check_box.on_check
function="CheckControl"
parameter="RenderAttachedLights"/>
<check_box.check_button.commit_callback
function="Advanced.HandleAttachedLightParticles"
parameter="RenderAttachedLights"/>
</check_box>
</panel>
<panel
name="P_Shadow_Res"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="205"
border_visible="true"
background_visible="true">
<text
name="T_Local_Lights"
follows="top|left"
layout="topleft"
left="5"
top_pad="10"
tool_tip="Number of local lights to render."
width="70">
Loc Lights
</text>
<slider_bar
name="SB_Local_Lights"
can_edit_text="true"
control_name="RenderLocalLightCount"
follows="left|right"
height="16"
decimal_digits="0"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="8192"
top_delta="-2"
width="127"/>
<spinner
name="S_Local_Lights"
can_edit_text="true"
control_name="RenderLocalLightCount"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|left"
max_val="10000"
min_val="0"
width="53"
increment="1"
border_visible="false"/>
<button
follows="left|top"
name="Reset_Local_Lights"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
right="-5"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderLocalLightCount"/>
</button>
<text
name="T_Shadow_Res"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Adjusts the quality and sharpness of shadows. Higher values produce more detailed shadows but can significantly impact performance, especially in complex scenes. For general use, keep this setting low to maintain smooth performance. When preparing for high-quality snapshots, set it around 1.0, then gradually increase while monitoring your framerate. Using the Statistics Bar (found under 'Aids' in 'Interface Aids') can help you find the optimal balance for your system. Caution: Increasing this setting too quickly or setting it too high may cause viewer instability or crashes."
width="70">
Shd. Res
</text>
<slider_bar
name="SB_Shadow_Res"
control_name="RenderShadowResolutionScale"
follows="left|right"
height="16"
increment="0.5"
layout="topleft"
left_pad="0"
min_val="0"
max_val="5"
top_delta="-2"
width="127">
</slider_bar>
<spinner
name="S_Shadow_Res"
control_name="RenderShadowResolutionScale"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="2"
follows="left|right"
max_val="7"
min_val="0"
width="53"
increment="0.5">
</spinner>
<button
follows="left|top"
name="Reset_Shadow_Res"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
right="-5"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderShadowResolutionScale"/>
</button>
<!-- RenderShadowSplitExponent Y component -->
<text
name="T_Shd_Clarity"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="This setting controls how sharp and defined the Sun/Moon shadows appear. It’s recommended to adjust this setting after setting the Shadow Resolution to around 1.0 for optimal results. Gradually increase the Shadow Clarity value until the shadows reach the desired sharpness. Keep in mind that shadow clarity is influenced by both the camera angle and the position of the Sun/Moon, so any changes to lighting or camera placement may require readjustments. For easier fine-tuning, temporarily set 'Shadow Blur' to 0.0 to clearly see the effects of this adjustment before reapplying blur if needed."
width="70">
Shd. Clarity
</text>
<slider_bar
name="SB_Shd_Clarity"
follows="left|right"
height="16"
increment="0.025"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10"
top_delta="-2"
width="127"/>
<spinner
name="S_Shd_Clarity"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|right"
max_val="1000"
min_val="0"
width="53"
increment="0.001"/>
<button
follows="left|top"
name="Shd_Clarity_Reset"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value."/>
<text
name="T_Blur_Size"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="This setting controls the softness of shadow edges, allowing you to create either sharp, well-defined shadows or softer, more diffused ones. Increasing the value results in blurrier shadow edges, while setting it to 0 produces the sharpest shadows possible. Shadow Blur works in conjunction with the 'Shadow Soften' setting, which allows for additional fine-tuning of shadow softness, especially when Shadow Blur is set to higher values (e.g., around 4.0). For precise adjustments, consider setting Shadow Blur to 0.0 temporarily to observe changes in clarity before reapplying blur. Note: Ambient Occlusion must be enabled for this setting to function properly, as it relies on depth-based lighting calculations."
width="70">
Shd. Blur
</text>
<slider_bar
name="SB_Blur_Size"
control_name="RenderShadowBlurSize"
follows="left|right"
height="16"
increment="0.01"
layout="topleft"
left_pad="0"
min_val="0.00"
max_val="4"
top_delta="-2"
width="127"/>
<spinner
name="S_Blur_Size"
control_name="RenderShadowBlurSize"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="2"
follows="top|left"
max_val="1000"
min_val="0"
width="53"
increment="0.1"/>
<button
follows="left|top"
name="Blur_Reset"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderShadowBlurSize"/>
</button>
<!-- RenderShadowGaussian X component -->
<text
name="T_Shd_Soften"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the softening effect of Sun/Moon shadows. One simple way to set this value for your specific needs is to first set the 'Shd. Blur' value above to around 3.0. Then the slider here to soften the Sun/Moon shadows to your liking. Please note, a value of 0.0 will effectively turn off all Sun/Moon shadows. In addition, this has no effect of shadows the caused by projector lights"
width="70">
Shd. Soften
</text>
<slider_bar
name="SB_Shd_Soften"
follows="left|right"
height="16"
increment="0.001"
layout="topleft"
left_pad="0"
min_val="0.001"
max_val="5"
top_delta="-2"
width="127"/>
<spinner
name="S_Shd_Soften"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|right"
max_val="10000"
min_val="-10000"
width="53"
increment=".001"/>
<button
follows="left|top"
name="Shd_Soften_Reset"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value."/>
<text
name="T_Blur_Dist"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Determines the distance from the camera where shadows begin to blur. Lower values apply blur closer to the viewer. Requires Ambient Occlusion to be enabled."
width="70">
Blur Dist.
</text>
<slider_bar
name="SB_Blur_Dist"
control_name="RenderShadowBlurDistFactor"
follows="left|right"
height="16"
increment="0.01"
layout="topleft"
left_pad="0"
min_val="0.00"
max_val="1"
top_delta="-2"
width="127"/>
<spinner
name="S_Blur_Dist"
control_name="RenderShadowBlurDistFactor"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="2"
follows="top|left"
max_val="2"
min_val="0"
width="53"
increment="0.01"/>
<button
follows="left|top"
name="Blur_Dist_Reset"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderShadowBlurDistFactor"/>
</button>
<text
name="T_FOV_Cutoff"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Sets the Field of View (FOV) threshold where the viewer switches from perspective to orthographic shadow rendering. Adjust to reduce jagged shadow artifacts."
width="70">
FOV Cutoff
</text>
<slider_bar
name="SB_FOV_Cutoff"
control_name="RenderShadowFOVCutoff"
follows="left|right"
height="16"
increment="0.1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="100"
top_delta="-2"
width="127"/>
<spinner
name="S_FOV_Cutoff"
control_name="RenderShadowFOVCutoff"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="1"
follows="top|right"
max_val="100"
min_val="0"
width="53"
increment="0.1"/>
<button
follows="left|top"
name="FOV_Cutoff_Reset"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderShadowFOVCutoff"/>
</button>
<text
name="T_Spot_Cutoff"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Adjusts the offset of shadows cast by spotlights to minimize artifacts like shadow 'acne' or unwanted lines on surfaces."
width="70">
Spot Offset
</text>
<slider_bar
name="SB_Spot_Cutoff"
can_edit_text="true"
control_name="RenderSpotShadowOffset"
follows="left|right"
height="16"
increment="0.0001"
decimal_digits="4"
layout="topleft"
left_pad="0"
min_val="0"
max_val=".04"
top_delta="-2"
width="123"/>
<spinner
name="S_Spot_Cutoff"
can_edit_text="true"
control_name="RenderSpotShadowOffset"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="4"
follows="top|right"
max_val="100"
min_val="0"
width="57"
increment="0.001"
border_visible="false"/>
<button
follows="left|top"
name="Spot_Cutoff_Reset"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderSpotShadowOffset"/>
</button>
<text
name="T_Shd_Bias"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the depth bias applied to shadows to prevent self-shadowing artifacts (known as 'shadow acne'). Lower values create more accurate shadows, while slightly higher values can help reduce flickering or overlapping shadow issues. Adjusting this setting can also help correct shadows that appear to float above surfaces or do not touch the edges of objects properly. Adjust gradually to balance shadow accuracy and artifact prevention."
width="70">
Shd. Bias
</text>
<slider_bar
name="SB_Shd_Bias"
can_edit_text="true"
control_name="RenderShadowBias"
follows="left|right"
height="16"
increment="0.000001"
decimal_digits="6"
layout="topleft"
left_pad="0"
min_val="-0.002"
max_val="0.001"
top_delta="-2"
width="107"/>
<spinner
name="S_Shd_Bias"
can_edit_text="true"
control_name="RenderShadowBias"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="6"
follows="top|right"
max_val="5"
min_val="-5"
width="73"
increment="0.000001"
border_visible="false"/>
<button
follows="left|top"
name="Shd_Bias_Reset"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderShadowBias"/>
</button>
</panel>
<panel
name="P_Ambient_Occlusion"
follows="top|left"
layout="topleft"
top_pad="3"
left="0"
width="288"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="T_Ambient_Occlusion"
follows="left|top"
layout="topleft"
left="5"
font="SansSerif"
height="17"
width="280">
Ambient Occlusion Settings
</text>
</panel>
<panel
name="P_Amb_Occ_Settings"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="25"
border_visible="true"
background_visible="true">
<check_box
control_name="RenderDeferredSSAO"
enabled_control="RenderDeferred"
height="16"
label="Enable Ambient Occlusion (Depth Perception)"
layout="topleft"
left="3"
name="UseSSAO"
tool_tip="Ambient Occlusion (AO) simulates the soft shadows that occur in creases, corners, and where objects are close together, enhancing depth and realism by mimicking how ambient light is naturally occluded. While AO works effectively on its own, the 'Effect' and 'AO Soften' settings help fine-tune the intensity and smoothness of the shading. AO contributes to a more realistic image at any resolution, though its subtle details are more noticeable at higher resolutions, such as 2048 pixels and above."
top_pad="7"
width="230">
</check_box>
</panel>
<panel
name="P_Scale"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="161"
border_visible="true"
background_visible="true">
<text
name="T_Scale"
follows="top|left"
layout="topleft"
left="5"
top_pad="10"
tool_tip="Controls the size of the sampling area used for Ambient Occlusion. Larger values increase shadow accuracy and detail but may impact performance. Best used with shadow blur adjustments to achieve softer shading effects."
width="70">
Scale
</text>
<slider_bar
name="SB_Scale"
control_name="RenderSSAOScale"
follows="left|right"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10000"
top_delta="-2"
width="127"/>
<spinner
name="S_Scale"
control_name="RenderSSAOScale"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|right"
max_val="10000000"
min_val="-1000000"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Scale"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderSSAOScale"/>
</button>
<text
name="T_Max_Scale"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Defines the maximum distance over which Ambient Occlusion samples are taken. Higher values improve depth shading across large scenes but may reduce performance. Adjust in conjunction with 'Scale' for optimal results."
width="70">
Max Scale
</text>
<slider_bar
name="SB_Max_Scale"
control_name="RenderSSAOMaxScale"
follows="left|right"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10000"
top_delta="-2"
width="127"/>
<spinner
name="S_Max_Scale"
control_name="RenderSSAOMaxScale"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|right"
max_val="100000"
min_val="0"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Max_Scale"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderSSAOMaxScale"/>
</button>
<text
name="T_Scaling_Factor"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Adjusts the overall strength of the Ambient Occlusion effect. Higher values create darker, more pronounced shadows in creases and corners. Use with caution to avoid unnatural over-darkening."
width="70">
Factor
</text>
<slider_bar
name="SB_Scaling_Factor"
control_name="RenderSSAOFactor"
follows="left|right"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="250"
top_delta="-2"
width="127"/>
<spinner
name="S_Scaling_Factor"
control_name="RenderSSAOFactor"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|right"
max_val="100000"
min_val="0"
width="53"
increment="0.01"/>
<button
follows="left|top"
name="Reset_Scaling_Factor"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderSSAOFactor"/>
</button>
<text
name="T_I_Max"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Sets the maximum brightness limit for irradiance in Ambient Occlusion calculations. Acts as an upper cap to prevent overly bright areas from dominating the AO effect."
width="70">
Irrad. Max
</text>
<slider_bar
name="SB_I_Max"
can_edit_text="true"
control_name="RenderSSAOIrradianceMax"
follows="left|right"
height="16"
increment="1"
decimal_digits="0"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10000"
top_delta="-2"
width="127"/>
<spinner
name="S_I_Max"
can_edit_text="true"
control_name="RenderSSAOIrradianceMax"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|right"
max_val="10000000"
min_val="0"
width="53"
increment="1"
border_visible="false"/>
<button
follows="left|top"
name="Reset_I_Max"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderSSAOIrradianceMax"/>
</button>
<text
name="T_I_Scaling"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the scaling of light irradiance within Ambient Occlusion, affecting how light intensity influences shadow darkness. Adjust for balanced lighting in bright scenes."
width="70">
Irrad. Scale
</text>
<slider_bar
name="SB_I_Scaling"
decimal_digits="2"
can_edit_text="true"
control_name="RenderSSAOIrradianceScale"
follows="left|right"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="100"
top_delta="-2"
width="127"/>
<spinner
name="S_I_Scaling"
can_edit_text="true"
control_name="RenderSSAOIrradianceScale"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="1"
follows="top|right"
max_val="100000"
min_val="0"
width="53"
increment="0.5"
border_visible="false"/>
<button
follows="left|top"
name="Reset_I_Scaling"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderSSAOIrradianceScale"/>
</button>
<!-- RenderSSAOEffect X component -->
<text
name="T_Effect"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the intensity of the Ambient Occlusion (AO) darkening effect, which adds subtle shadows in creases, corners, and where objects meet to enhance depth and realism. Lower values create softer, more natural shading that blends seamlessly with the environment, resulting in a realistic look. Higher values produce stronger, more dramatic contrast, which can make the AO effect appear more pronounced but may look unnatural in some lighting conditions. Adjust this setting carefully to avoid overly dark or harsh shadows that can distort the scene's natural lighting. For creative or experimental effects, negative values can be used to invert the shading, creating unusual lighting results. This setting works best when fine-tuned alongside the 'AO Soften' control to balance sharpness and smoothness of the shadows."
width="70">
Effect
</text>
<slider_bar
name="SB_Effect"
follows="left|right"
height="16"
increment="0.01"
layout="topleft"
left_pad="0"
min_val="-1"
max_val="1"
top_delta="-2"
width="127"/>
<spinner
name="S_Effect"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|right"
max_val="100000"
min_val="-10000"
width="53"
increment=".001"/>
<button
follows="left|top"
name="Reset_Effect"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value."/>
<!-- RenderShadowGaussian Y component -->
<text
name="T_AO_Soften"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Adjusts the smoothness of the Ambient Occlusion effect, reducing harsh edges and noise. Works best when combined with 'Shd. Blur' set around 4.0 for balanced softness."
width="70">
AO Soften
</text>
<slider_bar
name="SB_AO_Soften"
follows="left|right"
height="16"
increment="0.001"
layout="topleft"
left_pad="0"
min_val="0.001"
max_val="3"
top_delta="-2"
width="127"/>
<spinner
name="S_AO_Soften"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|right"
max_val="100000"
min_val="-10000"
width="53"
increment=".001"/>
<button
follows="left|top"
name="Reset_AO_Soften"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value."/>
</panel>
</panel>
<panel
name="P_DoF_Glow"
follows="top|left"
layout="topleft"
label="VFX">
<panel
name="PT_DoF_Glow"
follows="top|left"
layout="topleft"
top_pad="3"
left="0"
width="288"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="T_DoF"
follows="left|top"
layout="topleft"
left="5"
font="SansSerif"
height="17"
width="280">
Depth of Field Settings
</text>
</panel>
<panel
name="P_DoF_Settings"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="55"
border_visible="true"
background_visible="true">
<check_box
control_name="RenderDepthOfField"
enabled_control="RenderDeferred"
height="16"
label="Enable Depth of Field (DoF)"
layout="topleft"
left="3"
name="UseDepthofField"
tool_tip="Enables Depth of Field (DoF), which simulates camera focus by blurring objects outside the focal plane, creating a realistic photographic effect. Turning this off can improve performance."
top_pad="5"
width="280"/>
<check_box
control_name="FSFocusPointFollowsPointer"
enabled_control="RenderDepthOfField"
height="16"
label="Depth of Field focus follows pointer"
layout="topleft"
name="FSFocusPointFollowsPointer"
tool_tip="Allows the DoF focus point to follow your mouse cursor, similar to flycam behavior. Useful when combined with DoF focus lock for dynamic focus adjustments."
top_pad="0"
width="256"/>
<button
follows="left|top"
height="19"
is_toggle="true"
control_name="FSFocusPointRender"
image_overlay="Profile_Group_Visibility_On"
image_unselected="Profile_Group_Visibility_Off"
layout="topleft"
top_pad="-19"
right="-5"
name="FocusPointRenderToggle"
tool_tip="Toggle the focus point crosshair display. The crosshair is yellow when free and red when locked."
width="19"/>
<check_box
follows="top|left"
layout="topleft"
left="3"
top_pad="0"
height="16"
label="Show the Current FOV of Viewer Screen"
tool_tip="Displays an on-screen overlay showing the current vertical Field of View (FOV) of the camera, helping you visualize how different FOV settings affect composition and perspective. A smaller FOV simulates a longer focal length, similar to zooming in with a telephoto lens—for example, a standard 50mm lens corresponds to an vertical FOV of approximately 27°, creating a narrower view with background compression. A larger FOV mimics wide-angle lenses, capturing more of the scene while exaggerating spatial relationships. You can adjust the FOV using the zoom slider below to fine-tune your framing. For more details on the relationship between vertical FOV and focal length, refer to this table."
name="MIC_Show_FOV">
<check_box.on_check
function="Advanced.CheckHUDInfo"
parameter="fov"/>
<check_box.check_button.commit_callback
function="Advanced.ToggleHUDInfo"
parameter="fov"/>
</check_box>
</panel>
<panel
name="P_Zoom"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="161"
border_visible="true"
background_visible="true">
<text
name="T_Zoom"
follows="top|left"
layout="topleft"
left="5"
top_pad="10"
tool_tip="Adjusts the camera's view angle, effectively zooming in or out. Functions similarly to Ctrl + 0 (zoom in) and Ctrl + 8 (zoom out). This setting is disabled when flycam (3D SpaceNavigator) is active."
width="70">
View angle
</text>
<slider_bar
name="SB_Zoom"
control_name="CameraAngle"
follows="left|top"
height="16"
increment="0.002"
layout="topleft"
left_pad="0"
min_val="0.08"
max_val="3.06"
top_delta="-2"
width="127"/>
<spinner
name="S_Zoom"
control_name="CameraAngle"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="left|top"
max_val="3.06"
min_val="0.08"
width="53"
increment="0.001"/>
<button
follows="left|top"
name="Reset_Zoom"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="CameraAngle"/>
</button>
<text
name="T_FOV"
follows="left|top"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Defines the camera's Field of View (FOV) for simulating lens perspectives. Adjust to match the current viewer FOV for consistent Depth of Field effects."
width="70">
FOV
</text>
<slider_bar
name="SB_FOV"
control_name="CameraFieldOfView"
follows="left|top"
height="16"
increment="0.1"
layout="topleft"
left_pad="0"
min_val=".1"
max_val="180"
top_delta="-2"
width="127"/>
<spinner
name="S_FOV"
control_name="CameraFieldOfView"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="1"
follows="left|top"
max_val="360"
min_val="-360"
width="53"
increment="0.1"/>
<button
follows="left|top"
name="Reset_FOV"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="CameraFieldOfView"/>
</button>
<text
name="T_F_Number"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Represents the camera’s aperture setting. Lower values create a shallower depth of field (more blur), while higher values increase depth of field, making more of the scene appear in focus."
width="70">
f-number
</text>
<slider_bar
name="SB_F_Number"
control_name="CameraFNumber"
follows="top|left"
height="16"
increment="0.01"
layout="topleft"
left_pad="0"
min_val=".01"
max_val="22"
top_delta="-2"
width="127"/>
<spinner
name="S_F_Number"
control_name="CameraFNumber"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="2"
follows="top|left"
max_val="128"
min_val="-128"
width="53"
increment=".01"/>
<button
follows="left|top"
name="Reset_F_Number"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="CameraFNumber"/>
</button>
<text
name="T_Focal_Length"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Simulates the focal length of a camera lens. Higher values produce a narrower depth of field and magnify distant objects, mimicking telephoto lenses."
width="70">
Foc Length
</text>
<slider_bar
name="SB_Focal_Length"
control_name="CameraFocalLength"
follows="top|left"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="1"
max_val="300"
top_delta="-2"
width="127"/>
<spinner
name="S_Focal_Length"
control_name="CameraFocalLength"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|left"
max_val="10000"
min_val="0"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Focal_Length"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="CameraFocalLength"/>
</button>
<text
name="T_Foc_Time"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Focal time controls how quickly the camera shifts focus between objects. A higher value results in a slower, smoother transition, enhancing cinematic effects."
width="70">
Foc Time
</text>
<slider_bar
name="SB_Foc_Time"
control_name="CameraFocusTransitionTime"
follows="top|left"
height="16"
increment="0.01"
layout="topleft"
left_pad="0"
min_val="0"
max_val="5"
top_delta="-2"
width="127"/>
<spinner
name="S_Foc_Time"
control_name="CameraFocusTransitionTime"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|left"
max_val="100"
min_val=".001"
width="53"
increment="0.01"/>
<button
follows="left|top"
name="Reset_Foc_Time"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="CameraFocusTransitionTime"/>
</button>
<text
name="T_CoC"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Circle of Confusion (CoC) determines the intensity of the blur outside the depth of field. It doesn’t affect the depth range itself but controls how strongly out-of-focus areas are blurred. Negative values in the spinner can create unique visual effects."
width="70">
CoC
</text>
<slider_bar
name="SB_CoC"
control_name="CameraMaxCoF"
follows="top|left"
height="16"
increment="0.01"
layout="topleft"
left_pad="0"
min_val="0"
max_val="150"
top_delta="-2"
width="127"/>
<spinner
name="S_CoC"
control_name="CameraMaxCoF"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="2"
follows="top|left"
max_val="150"
min_val="-150"
width="53"
increment="0.01"/>
<button
follows="left|top"
name="Reset_CoC"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="CameraMaxCoF"/>
</button>
<text
name="T_Resolution"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Adjusts the rendering resolution of the Depth of Field (DoF) effect, impacting both its visual quality and performance. Higher values (up to 1.00) create sharper, more detailed blur transitions, ideal for high-quality snapshots. Medium settings (0.50–0.70) offer a good balance for setting up shots, while lower values (around 0.25) reduce quality but improve performance, suitable for regular use. Note: Higher settings can significantly impact frame rates, especially on less powerful systems. The spinner allows negative values for creative, experimental effects."
width="70">
Resolution
</text>
<slider_bar
name="SB_Resolution"
control_name="CameraDoFResScale"
follows="left|right"
height="16"
increment="0.01"
layout="topleft"
left_pad="0"
min_val="0"
max_val="1"
top_delta="-2"
width="127"/>
<spinner
name="S_Resolution"
control_name="CameraDoFResScale"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="2"
follows="top|left"
max_val="100"
min_val="-100"
width="53"
increment="0.01"/>
<button
follows="left|top"
name="Reset_Resolution"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="CameraDoFResScale"/>
</button>
</panel>
<panel
name="P_Tone_Settings"
follows="top|left"
layout="topleft"
top_pad="3"
left="0"
width="288"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="T_Tone_Settings"
follows="left|top"
layout="topleft"
left="7"
font="SansSerif"
height="17"
width="280">
HDR Tone Mapping Settings
</text>
</panel>
<panel
name="P_Tone_Settings_2"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="25"
border_visible="true"
background_visible="true">
<check_box
control_name="RenderDisableVintageMode"
height="16"
label="Enable HDR and Emissive"
layout="topleft"
left="3"
name="Disable_Vintage_Mode"
tool_tip="Enables High Dynamic Range (HDR) and emissive effects, enhancing color vibrancy, dynamic lighting, and the glow from emissive materials. This setting improves the overall realism of lighting in scenes, especially with PBR (Physically Based Rendering) textured objects. Disabling this option reverts to a 'vintage' lighting mode with less contrast and glow, and it also removes emissive light from PBR-textured objects, making them appear flat or less illuminated."
top_pad="6"
width="240">
</check_box>
</panel>
<panel
name="P_Tone_Settings_3"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="50"
border_visible="true"
background_visible="true">
<text
name="T_Tonemap_Type"
follows="left|top"
height="15"
left="5"
tool_tip="Controls the algorithm used for High Dynamic Range (HDR) tone mapping, which affects how bright and dark areas are balanced. Khronos Neutral provides a natural, neutral look with less contrast and minimal color manipulation, maintaining the original lighting as intended. ACES (Academy Color Encoding System) is designed to mimic film-like dynamic range, offering richer colors, higher contrast, and more cinematic highlights. Changing this setting may alter overall brightness and color balance, depending on the scene."
top_pad="7"
width="162"
layout="topleft">
HDR Tonemap Type
</text>
<combo_box
control_name="RenderTonemapType"
enabled_control="VertexShaderEnable"
height="20"
layout="topleft"
left_pad="0"
top_delta="-3"
follows="left|top"
name="CB_Tonemap_Type"
right="-5">
<combo_box.item
label="Khronos Neutral"
name="0"
value="0"/>
<combo_box.item
label="ACES"
name="1"
value="1"/>
<combo_box.commit_callback
function="Quickprefs.ShaderChanged"/>
</combo_box>
<text
name="T_Tonemap_Type"
follows="top|left"
layout="topleft"
left="5"
tool_tip="Blends between the selected HDR tonemapping style and raw linear lighting. A value of 1.0 applies the full effect of the chosen tonemap (either Khronos Neutral or ACES). A value of 0.0 disables tonemapping, showing raw linear lighting without post-processing adjustments. Adjust this slider to fine-tune the balance between natural realism and cinematic contrast. Higher values emphasize the tonemapping effect, while lower values produce a flatter, unprocessed look."
top_pad="5"
width="70">
Tone Mix
</text>
<slider_bar
name="SB_Tonemap_Type"
can_edit_text="true"
control_name="RenderTonemapMix"
follows="left|right"
height="16"
decimal_digits="2"
increment="0.05"
layout="topleft"
left_pad="0"
min_val="0"
max_val="1"
top_delta="0"
width="127"/>
<spinner
name="S_Tonemap_Type"
can_edit_text="true"
control_name="RenderTonemapMix"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|left"
max_val="1"
min_val="0"
width="53"
increment="0.001"
border_visible="false"/>
<button
follows="left|top"
name="Reset_Tonemap_Type"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderTonemapMix"/>
</button>
</panel>
<panel
name="P_Glow_Settings"
follows="top|left"
layout="topleft"
top_pad="3"
left="0"
width="288"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="T_Glow_Settings"
follows="left|top"
layout="topleft"
left="7"
font="SansSerif"
height="17"
width="280">
Glow Settings
</text>
</panel>
<panel
name="P_Glow_Quality"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="38"
border_visible="true"
background_visible="true">
<check_box
control_name="RenderGlow"
height="16"
label="Enable Glow Effect"
layout="topleft"
left="3"
name="UseGlow"
tool_tip="Activates the glow effect, causing bright objects and light sources to emit a soft halo, simulating a bloom effect. This enhances the appearance of emissive materials, reflections, and highlights, adding a more dynamic and vibrant look to illuminated areas. Disabling this option can improve performance, especially in scenes with complex lighting."
top_pad="5"
width="110"/>
<check_box
control_name="RenderGlowHDR"
height="16"
label="Enable HDR for Glow Map"
layout="topleft"
left="3"
name="GlowHDR"
tool_tip="Enables High Dynamic Range (HDR) processing for the glow effect, allowing for more intense, vibrant glows with realistic brightness transitions. This enhances glow quality, especially in high-contrast scenes, by improving how light spreads from very bright areas. Useful when working with emissive textures and strong lighting effects."
top_pad="0"
width="240">
</check_box>
</panel>
<panel
name="P_Glow_Iterations"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="103"
border_visible="true"
background_visible="true">
<text
name="T_Glow_Quality"
follows="top|left"
layout="topleft"
left="5"
top_pad="10"
tool_tip="Controls the resolution at which the glow effect is rendered. Higher values (closer to 10) produce sharper, more defined glows, while lower values (closer to 8) are more performance-friendly but may appear slightly softer. The difference between settings 8 and 10 is subtle, but higher values can impact performance on less powerful systems."
width="70">
Quality
</text>
<slider_bar
name="SB_Glow_Quality"
control_name="RenderGlowResolutionPow"
follows="top|left"
height="16"
decimal_digits="0"
increment="1"
layout="topleft"
left_pad="0"
min_val="8"
max_val="10"
top_delta="-2"
width="127" />
<spinner
name="S_Glow_Quality"
control_name="RenderGlowResolutionPow"
top_delta="-5"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|left"
max_val="10"
min_val="8"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Glow_Quality"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderGlowResolutionPow"/>
</button>
<text
name="T_Glow_Iterations"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Determines how many times the glow effect is processed to create smoothness and spread. Lower values result in tighter, sharper glows with minimal blur, while higher values create wider, softer glow halos with a more diffused appearance. Increasing the number of iterations can enhance glow quality but may reduce performance."
width="70">
Iterations
</text>
<slider_bar
name="SB_Glow_Iterations"
control_name="RenderGlowIterations"
follows="top|left"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="200"
top_delta="-2"
width="127"/>
<spinner
name="S_Glow_Iterations"
control_name="RenderGlowIterations"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|left"
max_val="500"
min_val="0"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Glow_Iterations"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderGlowIterations"/>
</button>
<text name="T_Glow_Strength"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the intensity of the glow effect. Low values (around 0.01 to 0.05) provide subtle, natural-looking glows. Higher values make objects appear intensely bright, but excessive settings can cause unrealistic blooming or overpower the scene. Adjust this setting gradually, as small changes can significantly affect the final look."
width="70">
Strength
</text>
<slider_bar
name="SB_Glow_Strength"
control_name="RenderGlowStrength"
follows="top|left"
height="16"
increment=".001"
layout="topleft"
left_pad="0"
min_val="0"
max_val=".5"
top_delta="-2"
width="127"/>
<spinner
name="S_Glow_Strength"
control_name="RenderGlowStrength"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="5"
follows="top|left"
max_val="10"
min_val="0"
width="53"
increment=".00001"/>
<button
follows="left|top"
name="Reset_Glow_Strength"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderGlowStrength"/>
</button>
<text
name="T_Glow_Width"
follows="top|left"
layout="topleft"
left="5"
tool_tip="Controls the width of the glow effect, determining how far the glow spreads from light-emitting objects. Higher values create a wider, softer glow that covers a larger area, enhancing the bloom effect. However, increasing the width too much can cause the glow to appear pixelated or lose detail. Lower values produce a tighter, more focused glow around the source. Adjust this setting gradually to find a balance between a natural, soft glow and maintaining visual clarity."
top_pad="5"
width="70">
Width
</text>
<slider_bar
name="SB_Glow_Width"
control_name="RenderGlowWidth"
follows="left|right"
height="16"
increment="0.001"
layout="topleft"
left_pad="0"
min_val="0"
max_val="50"
top_delta="-2"
width="127"/>
<spinner
name="S_Glow_Width"
control_name="RenderGlowWidth"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|left"
max_val="5000"
min_val="0"
width="53"
increment="0.001"/>
<button
follows="left|top"
name="Reset_Glow_Width"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderGlowWidth"/>
</button>
</panel>
</panel>
<panel
name="P_General"
follows="left|top"
layout="topleft"
label="Gen">
<panel
name="PT_General"
follows="top|left"
layout="topleft"
top_pad="3"
left="0"
width="288"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="T_General"
follows="left|top"
layout="topleft"
left="5"
font="SansSerif"
height="17"
width="280">
General Render Settings
</text>
</panel>
<panel
name="P_General_Settings"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="293"
border_visible="true"
background_visible="true">
<text
name="T_Draw_Distance"
follows="left|top"
layout="topleft"
left="5"
top_pad="10"
tool_tip="Sets the maximum distance at which objects are rendered in the scene. Increasing this value allows you to see farther into the environment, enhancing detail in large landscapes or distant objects. However, higher values significantly impact performance, reducing FPS, especially in complex areas. For better performance, use lower values in crowded regions or when using older hardware."
width="70">
Draw Dist.
</text>
<slider_bar
name="SB_Draw_Distance"
control_name="RenderFarClip"
follows="left|top"
height="16"
increment="8"
layout="topleft"
left_pad="0"
min_val="32"
max_val="4096"
top_delta="-2"
width="127"/>
<spinner
name="S_Draw_Distance"
control_name="RenderFarClip"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|left"
max_val="1024"
min_val="32"
width="53"
increment="8"/>
<button
follows="left|top"
name="Reset_Draw_Distance"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderFarClip"/>
</button>
<text
name="T_Avi_Count"
follows="left|top"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the maximum number of avatars rendered in the scene. Limiting this number improves performance, especially in crowded events or busy locations. Lower values reduce visual clutter and increase FPS, while higher values allow more avatars to be visible but may slow performance in large gatherings."
width="70">
Avi Count
</text>
<slider_bar
name="SB_Avi_Count"
control_name="IndirectMaxNonImpostors"
follows="left|top"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="66"
top_delta="-2"
width="127"/>
<spinner
name="S_Avi_Count"
control_name="IndirectMaxNonImpostors"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|left"
max_val="66"
min_val="1"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Avi_Count"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="IndirectMaxNonImpostors"/>
</button>
<text
name="T_Avi_Detail"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Adjusts the level of detail (LOD) for avatars. Higher values improve visual quality, making legacy avatars appear more detailed even at greater distances. Lower values reduce detail to improve performance, which is useful in high-density areas or on lower-end systems. This setting primarily affects legacy (system) avatars. Mesh avatars are less affected by this setting as their detail levels are controlled by their own LOD settings within the mesh and further influenced by the Avatar Complexity settings found in the Graphics panel of the Preferences floater."
width="70">
Avi Detail
</text>
<slider_bar
name="SB_Avi_Detail"
control_name="RenderAvatarLODFactor"
follows="left|top"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10"
top_delta="-2"
width="127"/>
<spinner
name="S_Avi_Detail"
control_name="RenderAvatarLODFactor"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|left"
max_val="10"
min_val="0"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Avi_Detail"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderAvatarLODFactor"/>
</button>
<text
name="T_Avi_Physics"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the level of detail for avatar physics effects, such as breast physics and other mesh deformation behaviors. Higher values provide smoother, more realistic motion at the cost of performance. Lower values reduce the complexity of physics calculations, improving performance in crowded areas."
width="70">
Avi Physics
</text>
<slider_bar
name="SB_Avi_Physics"
control_name="RenderAvatarPhysicsLODFactor"
follows="left|top"
height="16"
increment=".01"
layout="topleft"
left_pad="0"
min_val="0"
max_val="1"
top_delta="-2"
width="127"/>
<spinner
name="S_Avi_Physics"
control_name="RenderAvatarPhysicsLODFactor"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="2"
follows="top|right"
max_val="10"
min_val="0"
width="53"
increment=".01"/>
<button
follows="left|top"
name="Reset_Avi_Physics"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderAvatarPhysicsLODFactor"/>
</button>
<text
name="T_Particle_Cnt"
follows="top|left"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Sets the maximum number of particles the viewer will render at once. This affects effects like smoke, fire, magic spells, ropes, chains and particle-based animations. Higher values allow more particles for detailed visual effects but may reduce performance in particle-heavy environments."
width="70">
Particle Cnt.
</text>
<slider_bar
name="SB_Particle_Cnt"
control_name="RenderMaxPartCount"
follows="left|top"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="8192"
top_delta="-2"
width="127"/>
<spinner
name="S_Particle_Cnt"
control_name="RenderMaxPartCount"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="top|left"
max_val="10000"
min_val="0"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Particle_Cnt"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderMaxPartCount"/>
</button>
<text
name="T_Terrain_Scale"
follows="left|top"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Determines the scaling factor for the default ground (terrain) texture, affecting how stretched or detailed the terrain appears. Higher values create finer, more detailed textures, while lower values reduce detail but can improve performance."
width="70">
Terrain Scale
</text>
<slider_bar
name="SB_Terrain_Scale"
control_name="RenderTerrainScale"
follows="left|top"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="24"
top_delta="-2"
width="127"/>
<spinner
name="S_Terrain_Scale"
control_name="RenderTerrainScale"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="left|top"
max_val="24"
min_val="0"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Terrain_Scale"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderTerrainScale"/>
</button>
<text
name="T_Terrain_Quality"
follows="left|top"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the level of detail (LOD) factor for terrain rendering. Higher values provide more detailed terrain, especially at greater distances, enhancing realism. Lower values simplify terrain detail for better performance in large regions."
width="70">
Terrain Qual.
</text>
<slider_bar
name="SB_Terrain_Quality"
control_name="RenderTerrainLODFactor"
follows="left|top"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="8"
top_delta="-2"
width="127"/>
<spinner
name="S_Terrain_Quality"
control_name="RenderTerrainLODFactor"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="left|top"
max_val="15"
min_val="0"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Terrain_Quality"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderTerrainLODFactor"/>
</button>
<text
name="T_Object_Detail"
follows="left|top"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Adjusts the level of detail (LOD) for in-world objects. Higher values maintain high-quality object details even at greater distances but may reduce performance, especially in complex environments. Lower values trigger simpler object models (LODs) sooner, improving FPS but potentially reducing visual fidelity."
width="70">
Object Detail
</text>
<slider_bar
name="SB_Object_Detail"
control_name="RenderVolumeLODFactor"
follows="left|top"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="8.0"
top_delta="-2"
width="127"/>
<spinner
name="S_Object_Detail"
control_name="RenderVolumeLODFactor"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="left|top"
max_val="8.0"
min_val="0"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Object_Detail"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderVolumeLODFactor"/>
</button>
<text
name="T_Flexi_Detail"
follows="left|top"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the level of detail for flexible (flexi) objects like flowing hair, flags, and ropes. Higher values produce smoother, more realistic motion but may affect performance. Lower values simplify movement calculations for faster rendering."
width="70">
Flexiprims
</text>
<slider_bar
name="SB_Flexi_Detail"
control_name="RenderFlexTimeFactor"
follows="left|top"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10"
top_delta="-2"
width="127"/>
<spinner
name="S_Flexi_Detail"
control_name="RenderFlexTimeFactor"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="left|top"
max_val="1"
min_val="0"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Flexi_Detail"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderFlexTimeFactor"/>
</button>
<text
name="T_Tree_Detail"
follows="left|top"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Sets the level of detail (LOD) for trees and other vegetation. Higher values result in more complex, detailed foliage, while lower values simplify tree geometry for improved performance, especially in densely vegetated regions. This setting applies specifically to system (legacy) trees and does not affect non-system or mesh-based trees, which manage their detail through their own LOD settings."
width="70">
Tree Detail
</text>
<slider_bar
name="SB_Tree_Detail"
control_name="RenderTreeLODFactor"
follows="left|top"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="8"
top_delta="-2"
width="127"/>
<spinner
name="S_Tree_Detail"
control_name="RenderTreeLODFactor"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="left|top"
max_val="15"
min_val="0"
width="53"
increment="1"/>
<button
follows="left|top"
name="Reset_Tree_Detail"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderTreeLODFactor"/>
</button>
<text
name="T_Sky_Detail"
follows="left|top"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the vertex detail of the Enviroment sky, affecting the smoothness of gradients, cloud shapes, and atmospheric effects. Higher values enhance sky realism but may reduce performance. Lower values improve FPS but may make the sky appear blocky or less detailed."
width="70">
Sky Detail
</text>
<slider_bar
name="SB_Sky_Detail"
control_name="WLSkyDetail"
follows="left|top"
height="16"
increment="1"
layout="topleft"
left_pad="0"
min_val="4"
max_val="512"
top_delta="-2"
width="127"/>
<spinner
name="S_Sky_Detail"
control_name="WLSkyDetail"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="0"
follows="left|top"
max_val="512"
min_val="4"
width="53"
increment="4"/>
<button
follows="left|top"
name="Reset_Sky_Detail"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="WLSkyDetail"/>
</button>
<text
name="T_Sharpening"
follows="left|top"
layout="topleft"
left="5"
tool_tip="Adjusts the sharpness of the overall image using Contrast-Adaptive Sharpening (CAS). Higher values enhance image clarity by increasing contrast around edges, which can improve visual detail. Excessive sharpening may introduce artifacts or make the image look harsh."
top_pad="5"
width="70">
Sharpening
</text>
<slider_bar
name="SB_Sharpening"
control_name="RenderCASSharpness"
follows="left|top"
height="16"
increment=".001"
layout="topleft"
left_pad="0"
min_val="0"
max_val="1"
top_delta="-2"
width="127"/>
<spinner
name="S_Sharpening"
control_name="RenderCASSharpness"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="left|top"
max_val="1.0"
min_val="0.0"
width="53"
increment="0.1"/>
<button
follows="left|top"
name="Reset_Sharpening"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderCASSharpness"/>
</button>
<text
name="T_Exposure"
follows="left|top"
layout="topleft"
left="5"
tool_tip="Controls the overall brightness of the scene, simulating camera exposure settings. Higher values make the image brighter, useful for dark environments, while lower values darken the scene, enhancing contrast in bright areas. Adjust carefully to prevent washed-out highlights or overly dark shadows."
top_pad="5"
width="70">
Exposure
</text>
<slider_bar
name="SB_Exposure"
control_name="RenderExposure"
follows="left|top"
height="16"
increment=".25"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10"
top_delta="-2"
width="127"/>
<spinner
name="S_Exposure"
control_name="RenderExposure"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="2"
follows="left|top"
max_val="10.0"
min_val="0.0"
width="53"
increment="0.01"/>
<button
follows="left|top"
name="Reset_Exposure"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="RenderExposure"/>
</button>
</panel>
<panel
name="P_Render"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="87"
border_visible="true"
border_thickness="1"
background_visible="true">
<check_box
follows="left|top"
control_name="RenderUseFarClip"
height="16"
label="Enable Draw Distance"
layout="topleft"
top_pad="5"
left="3"
name="UseFarClip"
tool_tip="Enables the draw distance limit, restricting how far the viewer will render objects based on the set draw distance. Disabling this will cause the viewer to render objects beyond the defined distance, which can significantly decrease performance in large, detailed environments."
width="240"/>
<check_box
follows="left|top"
control_name="RenderDynamicLOD"
height="16"
label="Dynamically adjust level of detail"
layout="topleft"
left="3"
name="RednerLod1"
tool_tip="Allows the viewer to automatically adjust the level of detail (LOD) for objects based on your distance from them. This improves performance by reducing detail for distant objects while maintaining high detail for nearby ones. However, it may cause noticeable reductions in object quality when moving quickly or in large scenes."
top_pad="0"
width="240"/>
<check_box
follows="left|top"
control_name="UseOcclusion"
height="16"
label="Render only Objects visible to the Camera"
layout="topleft"
left="3"
tool_tip="Enables occlusion culling, which optimizes performance by rendering only objects within the camera’s field of view and not hidden behind other objects. This can boost performance in complex scenes but may occasionally reduce performance in sparsely populated areas. Toggle this setting to see if it improves performance in your specific environment."
name="UssOcclusion1"
top_pad="0"
width="240"/>
<check_box
follows="left|top"
control_name="RenderAnisotropic"
height="16"
label="Anisotropic Filtering (texture crispness)"
layout="topleft"
left="3"
tool_tip="Improves the sharpness and clarity of textures viewed at angles, making surfaces like floors, roads, and walls appear crisper. While enhancing visual quality, enabling anisotropic filtering may slightly impact performance, especially on lower-end graphics hardware."
name="Anisotropic"
top_pad="0"
width="240"/>
<check_box
follows="top|left"
layout="topleft"
left="3"
top_pad="0"
height="16"
label="Render Particles Attached to other Avatars"
tool_tip="Enables the rendering of particle effects that are attached to or emitted from other avatars, such as glow effects, particle trails, or avatar-based visual effects. This also includes particles attached to furniture or objects that avatars are sitting on. Disabling this can improve performance in crowded areas but will hide these particle effects from view."
name="Render Attached Particle">
<check_box.on_check
function="CheckControl"
parameter="RenderAttachedParticles"/>
<check_box.check_button.commit_callback
function="Advanced.HandleAttachedLightParticles"
parameter="RenderAttachedParticles"/>
</check_box>
</panel>
<panel
name="P_Anti-aliasing"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="105"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
type="string"
length="1"
follows="left|top"
height="15"
layout="topleft"
left="5"
name="T_Antialiasing_Type"
top_pad="5"
width="185"
tool_tip="Selects the type of antialiasing used to smooth jagged edges on objects. FXAA (Fast Approximate Antialiasing) is a fast method with moderate quality. SMAA (Subpixel Morphological Antialiasing) offers better edge smoothing with slightly higher performance cost. Changes to this setting may require a viewer restart to take effect on some hardware.">
Antialiasing Type (Restart)
</text>
<combo_box
control_name="RenderFSAAType"
height="20"
initial_value="false"
follows="left|top"
layout="topleft"
left_pad="0"
name="CB_Antialiasing_Type"
top_delta="-3"
right="-5">
<combo_box.item
label="Disabled"
name="FSAADisabled"
value="0" />
<combo_box.item
label="FXAA"
name="FXAA"
value="1" />
<combo_box.item
label="SMAA"
name="SMAA"
value="2" />
</combo_box>
<text
type="string"
length="1"
name="T_Anti-aliasing"
follows="left|top"
height="15"
left="5"
top_pad="5"
width="185"
layout="topleft"
tool_tip="Determines the quality of antialiasing, which smooths the edges of objects. Higher settings reduce jagged edges, providing a cleaner look. On high-end graphics cards, higher values have minimal performance impact. On lower-end systems, higher settings can reduce performance.">
Antialiasing Quality
</text>
<combo_box
control_name="RenderFSAASamples"
height="20"
layout="topleft"
follows="left|top"
left_pad="0"
name="fsaa"
top_delta="-5"
width="85">
<combo_box.item
label="Low"
name="Low"
value="0" />
<combo_box.item
label="Medium"
name="Medium"
value="1" />
<combo_box.item
label="High"
name="High"
value="2" />
<combo_box.item
label="Ultra"
name="Ultra"
value="3" />
</combo_box>
<text
name="T_Texture_Bumpiness"
follows="left|top"
height="15"
left="5"
top_pad="5"
width="185"
layout="topleft"
tool_tip="Controls the strength and resolution of normal and bump maps, which add texture detail to surfaces without increasing polygon count. Higher settings enhance surface detail, while lower settings improve performance by reducing visual complexity.">
Texture Bumpiness
</text>
<combo_box
control_name="RenderNormalMapScale"
height="20"
layout="topleft"
left_pad="0"
follows="left|top"
top_delta="-5"
name="BumpStrengthSelection"
width="85">
<combo_box.item
label="Very fine"
name="0"
value="1024"/>
<combo_box.item
label="Finer"
name="1"
value="512"/>
<combo_box.item
label="Fine"
name="2"
value="256"/>
<combo_box.item
label="Normal"
name="3"
value="64"/>
<combo_box.item
label="Rough"
name="4"
value="32"/>
<combo_box.item
label="Rougher"
name="5"
value="16"/>
<combo_box.commit_callback
function="Quickprefs.ShaderChanged"/>
</combo_box>
<text
name="T_RestrictMaxTexture"
follows="left|top"
height="15"
left="5"
top_pad="5"
width="185"
layout="topleft"
tool_tip="Sets the maximum resolution for textures displayed in-world. Higher resolutions (like 2048 px) provide sharper, more detailed images but use more video memory, which can affect performance. Lower settings help conserve memory, reducing the chance of blurry textures due to memory limits.">
Max Texture Resolution
</text>
<combo_box
control_name="RenderMaxTextureResolution"
height="20"
layout="topleft"
left_pad="0"
follows="left|top"
top_delta="-5"
name="MaxTextureResolutionSelection"
width="85">
<combo_box.item
label="512 px"
name="512"
value="512"/>
<combo_box.item
label="1024 px"
name="1024"
value="1024"/>
<combo_box.item
label="2048 px"
name="2048"
value="2048"/>
<combo_box.commit_callback
function="Quickprefs.ShaderChanged"/>
</combo_box>
<text
name="T_AvatarDisplay"
follows="left|top"
height="15"
left="5"
top_pad="5"
width="140"
layout="topleft"
tool_tip="Controls how avatars are displayed based on complexity and friendship status. 'Limit by Complexity' restricts rendering of avatars above a certain complexity to improve performance. 'Always Show Friends' ensures friends are fully rendered regardless of their complexity. 'Only Show Friends' renders only your friends, hiding other avatars to optimize performance in crowded areas.">
Avatar Display
</text>
<combo_box
control_name="RenderAvatarComplexityMode"
height="20"
layout="topleft"
left_pad="0"
follows="left|top"
top_delta="-5"
name="AvatarComplexityModeSelection"
width="130">
<combo_box.item
label="Limit by Complexity"
name="0"
value="0"/>
<combo_box.item
label="Always Show Friends"
name="1"
value="1"/>
<combo_box.item
label="Only Show Friends"
name="2"
value="2"/>
<combo_box.commit_callback
function="Quickprefs.ShaderChanged"/>
</combo_box>
</panel>
</panel>
<panel
name="P_Aids"
follows="left|top"
layout="topleft"
label="Aids">
<panel
name="PT_Aids"
follows="top|left"
layout="topleft"
top_pad="3"
left="0"
width="288"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="T_Aids"
follows="left|top"
layout="topleft"
left="5"
font="SansSerif"
height="17"
width="280">
Interface Aids
</text>
</panel>
<panel
name="P_Aids_Settings"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="302"
border_visible="true"
background_visible="true">
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Displays wireframe boxes around all light sources in the scene, helping to visualize the placement and range of lights for debugging or scene setup."
top_pad="5"
height="16"
label="Show Bounding Boxes for All Lights in Scene"
name="Lights">
<check_box.on_check
function="Advanced.CheckInfoDisplay"
parameter="lights"/>
<check_box.check_button.commit_callback
function="Advanced.ToggleInfoDisplay"
parameter="lights"/>
</check_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Displays the effective radius of selected light sources, allowing you to see how far the light reaches in the scene. Useful for fine-tuning lighting setups."
top_pad="5"
height="16"
label="Show Light Radius for Selected Light(s)"
name="Show Light Radius for Selection">
<check_box.on_check
function="CheckControl"
parameter="RenderLightRadius"/>
<check_box.check_button.commit_callback
function="Tools.ShowSelectionLightRadius"/>
</check_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Enables wireframe bounding boxes around all objects in the scene. This aids in identifying object boundaries for alignment, scaling, or troubleshooting rendering issues."
top_pad="10"
label="Show Bounding Boxes for Objects in Scene"
name="Bounding Boxes">
<check_box.on_check
function="Advanced.CheckInfoDisplay"
parameter="bboxes"/>
<check_box.check_button.commit_callback
function="Advanced.ToggleInfoDisplay"
parameter="bboxes"/>
</check_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Displays real-time performance statistics, including frame rate (FPS), network data, and rendering metrics. Useful for monitoring viewer performance and identifying bottlenecks."
top_pad="10"
label="Show the Statistics Bar"
name="Statistics Bar">
<check_box.on_check
function="Floater.Visible"
parameter="stats"/>
<check_box.check_button.commit_callback
function="Floater.Toggle"
parameter="stats"/>
</check_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Displays detailed information about the camera's position, orientation, and movement in the scene. Useful for precise camera work in photography, machinima, or building."
top_pad="10"
label="Show Detailed Camera Position Data"
name="Camera">
<check_box.on_check
function="Advanced.CheckHUDInfo"
parameter="camera"/>
<check_box.check_button.commit_callback
function="Advanced.ToggleHUDInfo"
parameter="camera"/>
</check_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Opens the texture console, showing real-time information on how textures are loaded, including their sizes, load times, and memory usage. Helps diagnose texture-related performance issues."
top_pad="10"
label="Show Detailed Texture Loading Information"
name="Texture Console">
<check_box.on_check
function="Advanced.CheckConsole"
parameter="texture"/>
<check_box.check_button.commit_callback
function="Advanced.ToggleConsole"
parameter="texture"/>
</check_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Displays the RGB (Red, Green, Blue) and intensity (I) color values of the pixel directly under your cursor. Useful for color matching, design work, or debugging lighting issues."
top_pad="10"
label="Show RGB-I Color Values Under Cursor"
name="Show Color Under Cursor">
<check_box.on_check
function="Advanced.CheckShowColor"/>
<check_box.check_button.commit_callback
function="Advanced.ToggleShowColor"/>
</check_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Highlights transparent objects in red, making them easier to identify. This is especially helpful for locating invisible prims or hidden objects when building or troubleshooting scenes."
top_pad="10"
label="Highlight Transparent Objects in Red"
name="Highlight Transparent">
<check_box.on_check
function="View.CheckHighlightTransparent"/>
<check_box.check_button.commit_callback
function="View.HighlightTransparent"/>
</check_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Renders the entire scene in wireframe mode, displaying the underlying geometry of objects without textures or shading. Useful for analyzing object structure, LOD (level of detail), and mesh topology."
top_pad="10"
label="Show the Scene as Wireframe"
name="Wireframe">
<check_box.on_check
function="Advanced.CheckWireframe"
parameter="Wireframe"/>
<check_box.check_button.commit_callback
function="Advanced.ToggleWireframe"/>
</check_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Displays all HUD (Heads-Up Display) attachments currently worn by your avatar. Disabling this hides HUDs, which can be useful for reducing screen clutter or improving performance."
top_pad="10"
label="Show the HUD attached to Your Avatar"
name="Show HUD Attachments">
<check_box.on_check
function="View.CheckHUDAttachments"/>
<check_box.check_button.commit_callback
function="View.ShowHUDAttachments"/>
</check_box>
<check_box
follows="top|left"
label="Slop-mo Animation - Your Avatar and Viewer"
layout="topleft"
left="3"
top_pad="10"
tool_tip="Slows down avatar animations in your viewer, allowing you to observe movement in detail. This setting does not affect how others see your avatar."
name="Slow Motion Animations">
<check_box.on_check
function="CheckControl"
parameter="SlowMotionAnimation"/>
<check_box.check_button.commit_callback
function="ToggleControl"
parameter="SlowMotionAnimation"/>
</check_box>
<button
follows="left|top"
name="Rebake Texture"
height="22"
tool_tip="Forces the viewer to rebake or refresh your avatar's appearance textures. This can fix issues like blurry skins, clothing not loading properly, or other texture-related problems."
label="Force Appearance Update (Rebake)"
layout="topleft"
left="5"
top_pad="4"
right="-5">
<button.commit_callback
function="Advanced.RebakeTextures"/>
</button>
<button
follows="left|top"
name="Set Window Size..."
height="22"
label="Set Window Viewer Size..."
layout="topleft"
left="5"
tool_tip="Opens a dialog to set the exact dimensions of your viewer window. Useful for creating screenshots at specific resolutions or for matching window size requirements in machinima."
top_pad="4"
right="-5">
<button.commit_callback
function="Floater.Show"
parameter="window_size"/>
</button>
<button
follows="left|top"
name="Debug Settings"
height="22"
label="Show Debug Settings Menu"
layout="topleft"
left="5"
tool_tip="Opens the debug settings menu, allowing access to advanced viewer settings not available in the standard preferences. Use with caution, as changes can affect performance and stability."
top_pad="4"
right="-5">
<button.commit_callback
function="Advanced.ShowDebugSettings"
parameter="all"/>
</button>
<!--view_border
bevel_style="none"
follows="left|top"
height="0"
layout="topleft"
left="10"
name="horiz_separator6"
top_pad="265"
width="260"/-->
</panel>
<panel
name="P_Quick_Stats"
follows="top|left"
layout="topleft"
top_pad="3"
left="0"
width="285"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="T_Quick_Stats"
follows="left|top"
height="17"
layout="topleft"
left="7"
font="SansSerif"
tool_tip="Displays real-time system performance statistics to help you gauge the viewer's efficiency. You can expand or collapse individual metrics by clicking their labels."
width="270">
Quick Stats
</text>
</panel>
<scroll_container
follows="top|left"
height="158"
layout="topleft"
left="3"
name="statistics_scroll"
reserve_scroll_corner="false"
top_pad="1"
opaque="false"
color="DkGray_66"
border_visible="false"
right="-4">
<container_view
follows="top|left"
layout="topleft"
left_pad="0"
name="statistics_view"
top_pad="0"
width="265">
<stat_view
follows="left|top"
name="basic"
show_label="false"
setting="OpenDebugStatBasic"
left="0"
top_pad="0">
<stat_bar
name="fps"
label="Frames Per Second"
unit_label="fps"
stat="FPS"
bar_min="0"
bar_max="60"
tick_spacing="6"
decimal_digits="1"
show_bar="true"
show_history="true"
tool_tip="Shows how many times per second the screen is refreshed. Higher FPS indicates smoother performance. Typical rates are 12-15 FPS for basic animations, 24 FPS for movies, and 25-30 FPS for television."
setting="DebugStatModePTFPS">
</stat_bar>
<stat_bar
name="bandwidth"
label="Bandwidth"
stat="activemessagedatareceived"
bar_min="0"
bar_max="5000"
tick_spacing="500"
decimal_digits="1"
show_bar="true"
show_history="false"
tool_tip="Displays the current data transfer rate between your computer and the virtual world. Higher values indicate active data flow. A consistent 0 Kbps may signal a partial disconnection."
setting="DebugStatModePTBandwidth">
</stat_bar>
<stat_bar
name="ktrisframe"
label="KTris Drawn per Frame"
unit_label="/fr"
stat="trianglesdrawnperframestat"
bar_min="0"
bar_max="10000"
tick_spacing="1000"
decimal_digits="0"
show_bar="false"
tool_tip="Represents the number of triangles (the basic 3D building block) drawn per frame. A higher count suggests more detailed 3D models are being rendered."
setting="DebugStatModePTKTrisDrawnFr">
</stat_bar>
<stat_bar
name="ktrissec"
label="KTris Drawn per Sec"
unit_label="/sec"
stat="trianglesdrawnstat"
bar_min="0"
bar_max="200000"
tick_spacing="25000"
decimal_digits="0"
show_bar="false"
tool_tip="Indicates the total number of triangles drawn every second. This helps measure the overall complexity of the scene being rendered."
setting="DebugStatModePTKTrisDrawnSec">
</stat_bar>
<stat_bar
name="objs"
label="Total Objects"
stat="numobjectsstat"
bar_min="0"
bar_max="50000"
tick_spacing="5000"
decimal_digits="0"
show_bar="false"
tool_tip="Shows the total number of objects currently visible in the scene, including avatars, prims, terrain patches, and other entities."
setting="DebugStatModePTTotalObjs">
</stat_bar>
<stat_bar
name="newobjs"
label="New Objects"
unit_label="/sec"
stat="numnewobjectsstat"
bar_min="0"
bar_max="2000"
tick_spacing="200"
show_bar="false"
tool_tip="Displays how many new objects are being loaded into the scene per second, reflecting asset streaming activity."
setting="DebugStatModePTNewObjs">
</stat_bar>
<stat_bar
name="numimagesstat"
label="Texture Count"
stat="numimagesstat"
bar_min="0.f"
bar_max="8000.f"
tick_spacing="2000.f"
show_bar="false"
tool_tip="Indicates the total number of unique textures currently loaded in the viewer, which impacts video memory usage."
setting="DebugStatModePTTextureCount">
</stat_bar>
</stat_view>
</container_view>
</scroll_container>
</panel>
<panel
name="P_Cam"
follows="left|top"
layout="topleft"
label="Cam">
<panel
name="PT_Cam"
follows="top|left"
layout="topleft"
top_pad="3"
left="0"
width="288"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="T_Cam"
follows="left|top"
layout="topleft"
left="5"
font="SansSerif"
height="17"
width="280">
3D Mouse (Joystick) Settings
</text>
</panel>
<panel
name="P_Cam_Settings"
follows="top|left"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="184"
border_visible="true"
background_visible="true">
<text
name="T_LR_Axis"
follows="top|left"
layout="topleft"
left="5"
tool_tip="Adjusts the sensitivity for horizontal camera movement. Lower values allow for finer control, while higher values increase movement speed."
top_pad="10"
width="70">
Left/Right
</text>
<slider_bar
name="SB_LR_Axis"
control_name="FlycamAxisScale1"
follows="left|right"
height="16"
increment="0.1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10"
top_delta="-2"
width="127"/>
<spinner
name="S_LR_Axis"
control_name="FlycamAxisScale1"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|left"
max_val="1024"
min_val="0"
width="53"
increment=".001"/>
<button
follows="left|top"
name="Reset_LR_Axis"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="FlycamAxisScale1"/>
</button>
<text
name="T_UD_Axis"
follows="top|left"
layout="topleft"
left="5"
tool_tip="Adjusts the sensitivity for vertical camera movement. Reducing this setting improves precision for small adjustments."
top_pad="5"
width="70">
Up/Down
</text>
<slider_bar
name="SB_UD_Axis"
control_name="FlycamAxisScale2"
follows="left|right"
height="16"
increment="0.1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10"
top_delta="-2"
width="127"/>
<spinner
name="S_UD_Axis"
control_name="FlycamAxisScale2"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|left"
max_val="1024"
min_val="0"
width="53"
increment=".001"/>
<button
follows="left|top"
name="Reset_UD_Axis"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="FlycamAxisScale2"/>
</button>
<text
name="T_IO_Axis"
follows="top|left"
layout="topleft"
left="5"
tool_tip="Controls the sensitivity of forward and backward camera movement, similar to dollying in and out in real-world cinematography. This moves the entire camera closer to or farther from the subject, changing perspective rather than adjusting the Field of View (FOV) like a zoom would. Lower values provide more precise control for smooth, gradual dolly movements, while higher values increase movement speed for quicker adjustments."
top_pad="5"
width="70">
In/Out
</text>
<slider_bar
name="SB_IO_Axis"
control_name="FlycamAxisScale0"
follows="left|right"
height="16"
increment="0.1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10"
top_delta="-2"
width="127"/>
<spinner
name="S_IO_Axis"
control_name="FlycamAxisScale0"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|left"
max_val="1024"
min_val="0"
width="53"
increment=".0001"/>
<button
follows="left|top"
name="Reset_IO_Axis"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="FlycamAxisScale0"/>
</button>
<text
name="T_Tilt"
follows="top|left"
layout="topleft"
left="5"
tool_tip="Adjusts the responsiveness of the pitch (tilting up and down) movement. Reducing this setting makes camera tilting more gradual."
top_pad="5"
width="70">
Pitch
</text>
<slider_bar
name="SB_Tilt"
control_name="FlycamAxisScale4"
follows="left|right"
height="16"
increment="0.00001"
layout="topleft"
left_pad="0"
min_val="0"
max_val=".5"
top_delta="-2"
width="127"/>
<spinner
name="S_Tilt"
control_name="FlycamAxisScale4"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|left"
max_val="1024"
min_val="0"
width="53"
increment=".0001"/>
<button
follows="left|top"
name="Reset_Tilt"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="FlycamAxisScale4"/>
</button>
<text
name="T_Spin"
follows="top|left"
layout="topleft"
left="5"
tool_tip="Modifies the sensitivity for yaw (rotational movement left and right). Lower settings slow rotation, useful for precise framing."
top_pad="5"
width="70">
Yaw
</text>
<slider_bar
name="SB_Spin"
control_name="FlycamAxisScale5"
follows="left|right"
height="16"
increment="0.00001"
layout="topleft"
left_pad="0"
min_val="0"
max_val=".5"
top_delta="-2"
width="127"/>
<spinner
name="S_Spin"
control_name="FlycamAxisScale5"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|left"
max_val="1024"
min_val="0"
width="53"
increment=".0001"/>
<button
follows="left|top"
name="Reset_Spin"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="FlycamAxisScale5"/>
</button>
<text
name="T_Roll"
follows="top|left"
layout="topleft"
left="5"
tool_tip="Adjusts the sensitivity of the roll movement, which tilts the camera sideways, similar to rotating your head left or right. Lower values provide finer control for precise adjustments, while higher values make the roll more responsive. Note: This setting will not have any effect if 'Enable Auto Leveling' is enabled, as auto leveling keeps the camera horizon perfectly level, preventing any roll movement."
top_pad="5"
width="70">
Roll
</text>
<slider_bar
name="SB_Roll"
control_name="FlycamAxisScale3"
follows="left|right"
height="16"
increment="0.0001"
layout="topleft"
left_pad="0"
min_val="0"
max_val=".5"
top_delta="-2"
width="127"/>
<spinner
name="S_Roll"
control_name="FlycamAxisScale3"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|left"
max_val="1024"
min_val="0"
width="53"
increment=".0001"/>
<button
follows="left|top"
name="Reset_Roll"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="FlycamAxisScale3"/>
</button>
<text
name="T_Zoom_Speed"
follows="top|left"
layout="topleft"
left="5"
tool_tip="Controls the method for zooming in and out by adjusting the camera’s focal length or vertical Field of View (FOV), similar to changing the lens on a real camera. This affects how much of the scene is visible and how 'zoomed in' the view appears. To activate zoom functionality, set the Zoom Axis Mapping to '4'. This setting does not affect the smoothness of the zoom but rather determines the range of FOV adjustment, allowing for precise control over the camera’s zoom level."
top_pad="5"
width="70">
Zoom
</text>
<slider_bar
name="SB_Zoom_Speed"
control_name="FlycamAxisDeadZone6"
follows="left|right"
height="16"
increment="0.001"
layout="topleft"
left_pad="0"
min_val="0"
max_val="1"
top_delta="-2"
width="127"/>
<spinner
name="S_Zoom_Speed"
control_name="FlycamAxisDeadZone6"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="3"
follows="top|left"
max_val="1"
min_val="0"
width="53"
increment=".0001"/>
<button
follows="left|top"
name="Reset_Zoom_Speed"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="FlycamAxisDeadZone6"/>
</button>
<text
name="T_Feathering"
follows="top|left"
layout="topleft"
left="5"
tool_tip="Controls the fluidity of camera movements. Moving the slider to the right makes the camera rigid and responsive to joystick input. Moving it left makes the camera behave more like it has inertia, ideal for cinematic fly-by shots."
top_pad="5"
width="70">
Feathering
</text>
<slider_bar
name="SB_Feathering"
control_name="FlycamFeathering"
follows="left|right"
height="16"
increment="0.5"
layout="topleft"
left_pad="0"
min_val="0"
max_val="10"
top_delta="-2"
width="127"/>
<spinner
name="S_Feathering"
control_name="FlycamFeathering"
top_delta="-3"
label_width="0"
left_pad="0"
decimal_digits="1"
follows="top|left"
max_val="100"
min_val="0"
width="53"
increment=".001"/>
<button
follows="left|top"
name="Reset_Feathering"
height="22"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="FlycamFeathering"/>
</button>
</panel>
<panel
name="P_Axis_Mapping"
follows="left|top"
layout="topleft"
top_pad="1"
left="3"
right="-3"
height="143"
border_visible="true"
background_visible="true">
<spinner
follows="left|top"
control_name="JoystickAxis6"
decimal_digits="0"
increment="1"
label="Zoom Axis Mapping"
label_width="200"
layout="topleft"
left="5"
max_val="5"
min_val="-1"
name="JoystickAxis6"
tool_tip="Determines which joystick or mouse axis controls the zoom function. Set this to '4' to enable zoom via the joystick."
top_pad="5"
width="269"/>
<check_box
top_pad="15"
control_name="JoystickEnabled"
halign="left"
label="Enable 3D Mouse"
layout="topleft"
left="3"
tool_tip="Enables or disables joystick/3D mouse support for controlling the camera."
name="enable_joystick"
width="230"/>
<check_box
name="CB_ZoomDirect"
control_name="ZoomDirect"
label="Enable Zoom Control (See Tool Tip!)"
layout="topleft"
left="3"
top_pad="7"
tool_tip="Activates zoom control with the 3D mouse. Ensure the 'Zoom Axis Mapping' is set to '4' for proper functionality."
width="230"/>
<check_box
name="CB_AutoLeveling"
control_name="AutoLeveling"
label="Enable Auto Leveling (Prevents Camera Roll)"
layout="topleft"
left="3"
top_pad="7"
tool_tip="Keeps the camera level, preventing unintended roll. This is useful for maintaining a stable horizon while moving."
width="230"/>
<check_box
name="CB_Move_Avatar"
control_name="JoystickAvatarEnabled"
label="Use the 3D Mouse to move the avatar"
layout="topleft"
left="3"
top_pad="7"
tool_tip="Allows the 3D mouse to control avatar movement instead of just the camera."
width="230"/>
<check_box
name="CB_Move_Objects"
control_name="JoystickBuildEnabled"
label="Use the 3D Mouse to move objects (building)"
tool_tip="Enables the 3D mouse for object manipulation during building and editing."
layout="topleft"
left="3"
top_pad="7"
width="230"/>
<check_box
follows="top|left"
layout="topleft"
left="3"
top_pad="7"
label="Show the Current FOV of Viewer Screen"
tool_tip="Displays the current vertical field of view (FOV) overlay. Adjust the FOV using the zoom slider."
name="CAM_Show_FOV">
<check_box.on_check
function="Advanced.CheckHUDInfo"
parameter="fov"/>
<check_box.check_button.commit_callback
function="Advanced.ToggleHUDInfo"
parameter="fov"/>
</check_box>
<check_box
follows="top|left"
layout="topleft"
left="3"
tool_tip="Displays detailed information about the camera’s position, orientation, and movement. Useful for photography, machinima, or precise editing."
top_pad="7"
label="Show Detailed Camera Position Data"
name="Camera">
<check_box.on_check
function="Advanced.CheckHUDInfo"
parameter="camera"/>
<check_box.check_button.commit_callback
function="Advanced.ToggleHUDInfo"
parameter="camera"/>
</check_box>
</panel>
<panel
name="P_Viewer_Cam_Menu"
follows="top|left"
layout="topleft"
top_pad="3"
left="0"
width="288"
height="22"
bg_alpha_color="Phototools_Header"
border_visible="true"
border_thickness="1"
background_visible="true">
<text
name="PT_Viewer_Cam_Menu"
follows="left|top"
layout="topleft"
left="7"
font="SansSerif"
height="17"
width="270">
Viewer Camera Menu Settings
</text>
</panel>
<panel
name="P_Viewer_Cam_Menu_Settings"
follows="left|top"
layout="topleft"
top_pad="3"
left="3"
right="-3"
height="131"
border_visible="true"
background_visible="true">
<tab_container
name="TC_Viewer_Cam_Menu_Settings"
follows="all"
halign="center"
layout="topleft"
height="120"
width="277"
top="3"
left="0"
tab_height="20"
tab_group="0"
tab_width="66"
tab_position="top">
<panel
follows="all"
name="CamMov"
layout="topleft"
width="282"
top="0"
label="Camera Movement"
left="0">
<panel
name="P_Cam2"
follows="left|top"
layout="topleft"
top_pad="3"
left="0"
width="275"
height="110"
border_visible="true"
background_visible="true">
<text
name="T_Zoom2"
layout="topleft"
left="5"
top_pad="7"
tool_tip="In real world terms this is a Zoom feature. This will change the field of view in your viewer window. It is the same as hitting Ctrl + 0 or Ctrl+8. NOTE: This will not function if you have flycam enabled (3D SpaceNavigator)."
width="100">
View angle
</text>
<slider
name="SB_Zoom2"
can_edit_text="true"
control_name="CameraAngle"
follows="left|right"
height="16"
increment="0.002"
layout="topleft"
left_pad="0"
min_val="0.08"
max_val="3.06"
top_delta="-2"
width="147"/>
<!--spinner
name="S_Zoom2"
control_name="CameraAngle"
top_delta="-3"
label_width="0"
left_delta="120"
decimal_digits="3"
follows="top|right"
max_val="3.06"
min_val="0.08"
width="53"
increment="0.001"/-->
<button
follows="right"
name="Reset_Zoom2"
height="16"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="CameraAngle"/>
</button>
<text
name="T_Zoom_Speed2"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls how fast/slow the camera will zoom in and out. Higher values produce slower and smoother zoom."
width="100">
Zoom Speed
</text>
<slider
name="S_Zoom_Speed2"
can_edit_text="true"
control_name="ZoomTime"
follows="left|right"
height="16"
increment=".1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="30"
top_delta="-2"
width="147"/>
<button
follows="right"
name="Reset_Zoom_Speed2"
height="16"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="ZoomTime"/>
</button>
<text
name="T_Camera_Lag"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Amount camera lags behind avatar motion (0 = none, 30 = avatar velocity)."
width="100">
Camera Lag
</text>
<slider
name="S_Camera_Lag"
can_edit_text="true"
control_name="DynamicCameraStrength"
follows="left|right"
height="16"
increment=".1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="30"
top_delta="-2"
width="147"/>
<button
follows="right"
name="Reset_Camera_Lag"
height="16"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="DynamicCameraStrength"/>
</button>
<text
name="T_Camera_Offset"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls how far the camera is offset/distance from the default point of view."
width="100">
Camera Offset
</text>
<slider
name="S_Camera_Offset"
can_edit_text="true"
control_name="CameraOffsetScale"
follows="left|right"
height="16"
increment=".001"
layout="topleft"
left_pad="0"
min_val=".001"
max_val="25"
top_delta="-2"
width="147"/>
<button
follows="right"
name="Reset_Camera_Offset"
height="16"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="CameraOffsetScale"/>
</button>
<text
name="T_Cam_Smoothing"
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls how smoothly the camera starts and stops. Higher values produce smoother (and somewhat slower) movement."
width="100">
Cam. Smoothing
</text>
<slider
name="S_Cam_Smoothing"
can_edit_text="true"
control_name="CameraPositionSmoothing"
follows="left|right"
height="16"
increment=".01"
layout="topleft"
left_pad="0"
min_val="0"
max_val="300"
top_delta="-2"
width="147"/>
<button
follows="right"
name="Reset_Cam_Smoothing"
height="16"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="CameraPositionSmoothing"/>
</button>
</panel>
</panel>
<panel
follows="all"
name="P_Mouse"
layout="topleft"
width="282"
top="0"
label="Mouse"
left="0">
<panel
name="P_Mouse_Settings"
follows="left|top"
layout="topleft"
top_pad="0"
left="0"
width="275"
height="110"
border_visible="true"
background_visible="true">
<text
name="T_Mouse_Sens"
follows="left|top"
layout="topleft"
left="5"
top_pad="7"
tool_tip="Controls responsiveness of mouse when in mouselook mode."
width="100">
Mouse Sensitivity
</text>
<slider
name="S_Mouse_Sens"
can_edit_text="true"
control_name="MouseSensitivity"
follows="left|top"
height="16"
increment=".1"
layout="topleft"
left_pad="0"
min_val="0"
max_val="15"
top_delta="-2"
width="147"/>
<button
follows="right"
name="Reset_Mouse_Sens"
height="16"
label="D"
layout="topleft"
left_pad="0"
top_delta="0"
width="20"
tool_tip="Reset to the default value.">
<button.commit_callback
function="ResetControl"
parameter="MouseSensitivity"/>
</button>
<check_box
control_name="FirstPersonAvatarVisible"
follows="left|top"
height="16"
label="Display avatar &amp; attachments in mouselook"
layout="topleft"
left="3"
tool_tip="Displays avatar and attachments below neck while in mouselook. Default is OFF."
name="first_person_avatar_visible"
top_pad="10"
width="250"/>
<check_box
control_name="MouseSmooth"
follows="left|top"
height="16"
label="Smooth Mouselook Movements"
layout="topleft"
left="3"
tool_tip="Smooths out motion of mouse when in mouselook mode."
name="MouseSmooth"
top_pad="2"
width="250"/>
</panel>
</panel>
<panel
follows="all"
name="P_Misc"
layout="topleft"
width="282"
top="0"
label="Misc Settings"
left="0">
<panel
name="P_Misc_Settings"
follows="left|top"
layout="topleft"
top_pad="0"
left="0"
width="275"
height="110"
border_visible="true"
background_visible="true">
<check_box
top_pad="7"
follows="left|top"
height="16"
label="Clicking your avatar keeps camera position"
layout="topleft"
left="3"
name="clickonavatarkeepscamera"
width="250"
control_name="ClickOnAvatarKeepsCamera"
tool_tip="Normally, clicking on your avatar resets the camera position. This option removes this behavior."/>
<check_box
top_pad="2"
follows="left|top"
height="16"
label="Reset camera position after teleport"
layout="topleft"
left="3"
name="FSResetCameraOnTP"
width="250"
control_name="FSResetCameraOnTP"
tool_tip="Normally, the camera position gets reset when teleporting (within a region). This option prevents this behavior."/>
<check_box
top_pad="2"
follows="left|top"
height="16"
label="Allow the camera to move w/o constraints"
layout="topleft"
left="3"
name="ignorecameraconstraints"
width="250"
control_name="FSIgnoreSimulatorCameraConstraints"
tool_tip="Ignores the 'push' the simulator applies to your camera to keep it out of objects. REQUIRES RESTART!"/>
<check_box
top_pad="2"
follows="left|top"
height="16"
label="Reset camera position on avatar movement"
layout="topleft"
left="3"
name="resetcamerapositiononmovement"
width="250"
control_name="FSResetCameraOnMovement"
tool_tip="Resets the camera to its default position when you move the avatar"/>
</panel>
</panel>
</tab_container>
</panel>
</panel>
</tab_container>
</floater>